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Levels changed at fixed distances - 512 m, 1 km, 2 km and on - whatever the window, the field of view or the zoom. Now a level is used out to the distance where one of its sample spacings covers terraindetail pixels on screen, 3 by default, which follows from the viewport height and the vertical field of view with the zoom applied; each level doubles the spacing, so each doubles the distance. Zooming in or a taller window pushes detail further, a coarser setting pulls it in. The finest range never drops below four tile sides, which the morphing needs to close the seams. Levels and morphing both follow the finest range the last scan used, so they always agree, and a change of more than a percent - a zoom, a resize - triggers a rescan. tools/terraincook/seamcheck.py now also tries finest ranges of 5.7 and 11.3 tiles, and finds no gap in any of them. terraindetail is in the ini and on a slider in the debug panel; the panel's level table and the residency line in the log show the resulting ranges. On baltyk the current window works out to 484 m, so the 512 m minimum applies and nothing changes by default; a scenery setting terraindetail 1 got 1349 m, and the samples on the gpu went from 3 MB to 10 MB with it.
100 lines
4.3 KiB
Python
Executable File
100 lines
4.3 KiB
Python
Executable File
#!/usr/bin/env python3
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"""Checks that terrain tiles at neighbouring levels meet without gaps.
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The renderer picks each tile's level from its distance at the last rescan, and morphs every
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vertex towards the next level as the camera moves (rendering/terrainclipmap.vert). Two
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neighbours at levels L and L+1 share their edge exactly when, all along it, the finer tile
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has finished morphing and the coarser one has not started. This walks random camera
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positions, lets the camera drift up to a rescan's distance from where the levels were
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chosen, and counts every edge vertex where that does not hold.
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The constants mirror rendering/terrainstatus.cppm; change them together. Exits non-zero
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when a gap is found.
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"""
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import math
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import random
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import sys
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# finest ranges tried, in tile sides: terrain_finest_tiles is the minimum, and the screen
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# can push it further (terrain_finest_range)
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FINEST_TILES = (4.0, 5.7, 11.3)
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RESCAN_TILES = 0.25 # terrain_rescan_tiles
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MORPH_BAND = 0.2 # terrain_morph_band
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LEVELS = 6
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def check(tilesize, step, trials, reach, finest_tiles):
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finest = finest_tiles * tilesize
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def level_range(level):
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return finest * 2 ** level
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def level_for(distance):
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if distance <= finest:
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return 0
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return min(int(math.log2(distance / finest)) + 1, LEVELS - 1)
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def nearest(x, z, tilex, tilez):
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nx = min(max(x, tilex * tilesize), (tilex + 1) * tilesize)
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nz = min(max(z, tilez * tilesize), (tilez + 1) * tilesize)
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return math.hypot(nx - x, nz - z)
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def morph(level, distance):
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if level + 1 >= LEVELS:
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return 0.0
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end = level_range(level) - RESCAN_TILES * tilesize
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begin = end - MORPH_BAND * level_range(level)
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return min(max((distance - begin) / (end - begin), 0.0), 1.0)
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gaps = 0
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example = ""
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for _ in range(trials):
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scanx, scanz = random.uniform(-5000, 5000), random.uniform(-5000, 5000)
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drift, heading = random.uniform(0, RESCAN_TILES * tilesize), random.uniform(0, 2 * math.pi)
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camx, camz = scanx + drift * math.cos(heading), scanz + drift * math.sin(heading)
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basex, basez = math.floor(camx / tilesize), math.floor(camz / tilesize)
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for tilex in range(basex - reach, basex + reach):
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for tilez in range(basez - reach, basez + reach):
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here = level_for(nearest(scanx, scanz, tilex, tilez))
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for stepx, stepz in ((1, 0), (0, 1)):
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there = level_for(nearest(scanx, scanz, tilex + stepx, tilez + stepz))
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if here == there:
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continue
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if abs(here - there) > 1:
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gaps += 1
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continue
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fine, coarse = min(here, there), max(here, there)
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count = int(tilesize / step) >> fine
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for index in range(count + 1):
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along = index * tilesize / count
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if stepx:
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x, z = (tilex + 1) * tilesize, tilez * tilesize + along
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else:
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x, z = tilex * tilesize + along, (tilez + 1) * tilesize
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distance = math.hypot(x - camx, z - camz)
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# an odd vertex of the finer tile is not on the coarser grid and has
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# to have finished its move; the coarser edge must not be moving yet
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if (index % 2 == 1 and morph(fine, distance) < 1.0) or morph(coarse, distance) > 0.0:
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gaps += 1
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if not example:
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example = (f"camera {camx:.0f},{camz:.0f}, levels {fine}/{coarse}, "
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f"distance {distance:.0f} m")
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return gaps, example
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def main():
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random.seed(1)
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failed = False
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for finest_tiles in FINEST_TILES:
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for tilesize, step, trials, reach in ((128, 1.0, 150, 60), (256, 2.0, 150, 60), (12800, 100.0, 30, 8)):
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gaps, example = check(tilesize, step, trials, reach, finest_tiles)
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print(f"finest {finest_tiles} tiles, tile {tilesize} m, grid {step} m: {gaps} gaps"
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+ (f" (e.g. {example})" if gaps else ""))
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failed = failed or gaps > 0
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return 1 if failed else 0
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if __name__ == "__main__":
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sys.exit(main())
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